Rise of the Runelords AE

Game Master Vuvu

Map of Sandpoint

Loot Sheet


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Unnamed

A secret cache is
hidden in the fireplace mantel
on the third floor. This mantel
is decorated with two roaring lion
heads at either end; ifthe PCs found
Aldern's key ring in Foxglove Manor,
the lions match the one on the mysterious
bronze key.
The hidden cache in the master bedroom contains
one of Foxglove's nest eggs: a bag of 200 pp along
with a shallow wooden case containing a number of
legal papers pertaining to the townhouse, as well as
the deed to Foxglove Manor. The deed indicates that
the Foxglove family only financed two -thirds of the
manor's construction So years ago; the remainder was
financed by a group called the Brothers of the Seven.
The deed also bears an unusual clause near the end that
indicates that after 100 years , ownership of Foxglove
Manor and the lands within a mile "around and below"
reverts to the brothers.
Under the case is a thin ledger-the maj ority of the
entries are mundane, but several near the end should
catch the PCs' attention. These are nearly a dozen entries
from over the past 3 months labeled as "Iesha's Trip to
Absalom," each indicating Foxglove was paying someone
referred to as "B-7" 200 gp a week for her "trip," dropping
off the payment every Oathday at midnight at a place
called "the Seven's Sawmill."


Vitals:
HP: 64/64 | AC: 23 T: 16 FF: 16 | Fort +4 Ref +10 Will +4 | CMB +7 CMD 21 | Init +4(+6) | Panache 4/4 | Charmed Life 4/4
Human Swashbuckler 7
Skills:
Acro+17 | Bluff+11 | Climb/Swim +6 | Diplo+8 | Intim+12 | Know(Loc+10/Nob+7) | Percep +10 | Prof(Merchant/Sailor)+4 | Sleight+11 |

Taking her merchant training into consideration, is there enough paperwork to indicate ownership of the townhouse?


Unnamed

Looks like it belongs to Foxglove, for the moment but will belong to this Brotherhoodof the Seven fairly soon


Vitals:
HP: 64/64 | AC: 23 T: 16 FF: 16 | Fort +4 Ref +10 Will +4 | CMB +7 CMD 21 | Init +4(+6) | Panache 4/4 | Charmed Life 4/4
Human Swashbuckler 7
Skills:
Acro+17 | Bluff+11 | Climb/Swim +6 | Diplo+8 | Intim+12 | Know(Loc+10/Nob+7) | Percep +10 | Prof(Merchant/Sailor)+4 | Sleight+11 |

The townhouse or the manor or both?


Unnamed

oh I see. sorry. No indication of the ownership of the townhouse. Make a local check.


Vitals:
HP: 64/64 | AC: 23 T: 16 FF: 16 | Fort +4 Ref +10 Will +4 | CMB +7 CMD 21 | Init +4(+6) | Panache 4/4 | Charmed Life 4/4
Human Swashbuckler 7
Skills:
Acro+17 | Bluff+11 | Climb/Swim +6 | Diplo+8 | Intim+12 | Know(Loc+10/Nob+7) | Percep +10 | Prof(Merchant/Sailor)+4 | Sleight+11 |

1d20 + 10 ⇒ (12) + 10 = 22


Unnamed

The copy of the deed is most likely in a government building in Magniamar.


Skills-Mut:
(Acr +5; Apr +11; Blf +1; Cr(Alc) +19|+33; Dipl +1; DisDev +25; Disg +1; EA +18; Fly: +17; Heal +4; Intm +1; Kn(Arc) +21; Kn(His) +16; Kn(Nat) +12; SenMot -1; SoH +18; Splcft: +15; Stlth +26; UMD +14)
Gnome Alchemist (Beastmorph): 10
Vitals-Mut:
(HP: 85/85; AC: 24/17/19 (+4 vs. giants); Percep: +14; Init: +6 ; Fort +13[+17], Ref: +15, Will: +5; CMD: 21; CMB +7; Speed: 20, Fly: 60)

Tarinhil says, "On the one hand, I'm differently even happier that we burned the manor... On the other, I don't like the idea of a sinister shadow group poking around Sandpoint when we're not there. In wondering if we can research these folk and then, hopefully, burn down their sawmill with them in it? "


Unnamed

you did not burn the manor...if i recall correctly you tried and failed, leaving the cleric there to deal with it


Skills-Mut:
(Acr +5; Apr +11; Blf +1; Cr(Alc) +19|+33; Dipl +1; DisDev +25; Disg +1; EA +18; Fly: +17; Heal +4; Intm +1; Kn(Arc) +21; Kn(His) +16; Kn(Nat) +12; SenMot -1; SoH +18; Splcft: +15; Stlth +26; UMD +14)
Gnome Alchemist (Beastmorph): 10
Vitals-Mut:
(HP: 85/85; AC: 24/17/19 (+4 vs. giants); Percep: +14; Init: +6 ; Fort +13[+17], Ref: +15, Will: +5; CMD: 21; CMB +7; Speed: 20, Fly: 60)

Definitely, not differently. Sigh. And also - you're right. We said we'd go back to do it, thinking Tarinhil could bomb it into nothingness and then didn't. Double-sigh.


Unnamed

its ok...it wouldn't have worked. very hard to burn that place down


Skills-Mut:
(Acr +5; Apr +11; Blf +1; Cr(Alc) +19|+33; Dipl +1; DisDev +25; Disg +1; EA +18; Fly: +17; Heal +4; Intm +1; Kn(Arc) +21; Kn(His) +16; Kn(Nat) +12; SenMot -1; SoH +18; Splcft: +15; Stlth +26; UMD +14)
Gnome Alchemist (Beastmorph): 10
Vitals-Mut:
(HP: 85/85; AC: 24/17/19 (+4 vs. giants); Percep: +14; Init: +6 ; Fort +13[+17], Ref: +15, Will: +5; CMD: 21; CMB +7; Speed: 20, Fly: 60)

Retcon..

Tarinhil says, "On the one hand, I'm really wishing that we'd gone back to burn the manor... Though, on the other, I think whether or not the house is still there is secondary to the idea of a sinister shadow group poking around Sandpoint when we aren't. That just sounds bad to me, especially considering the hardships the town's endured over the last few weeks."

He looks up to his friends, "I'm thinking we should explore the rest of the townhouse, and then research these folk and then, since they're more than likely evil, burn down their sawmill with them in it? What do you think?"


Male Human Druid (Domain-Ferocity Sub-Domain) 8
Stats:
AC 23/26 w BS T:13 FF:21/24 HP: 81/81 Perc.: +15 Saves: F:+9 R:+4 W:+11 Init: +2

Sounds fair enough to me!

Take a 10 on perception for a 23, you guys want to assist me ,I should be able to sniff out most hidden things with the assist?

Did anyone claim the ring of protection +1? If not I wouldn't mind claiming it.


Unnamed

you have found all the secretes in the townhouse now


Skills:
Acrobatics +1, Climb +6, Diplomacy +21, Escape Artist +1, Fly +1, Ride +1, Sense Motive +2, Stealth +1, Swim +6
Suli (native outsider): Paladin (Oath of Vengeance)
Vital:
HP 136/136, AC 29 T 19 FF 26, Resist 7 (acid, cold, electricity, fire), Per +0 Init +2, F +14 R +9 W +10, CMB +14, CMD 29, Speed 30, Javelins: 3

Go ahead Bear. Should go to one of us front-liners.
"I don't know how much we'll learn about this Brotherhood without alerting them to our presence, but we can certainly try. Seems to me we ought to try to find this sawmill."


Unnamed

local checks


Skills:
Acrobatics +1, Climb +6, Diplomacy +21, Escape Artist +1, Fly +1, Ride +1, Sense Motive +2, Stealth +1, Swim +6
Suli (native outsider): Paladin (Oath of Vengeance)
Vital:
HP 136/136, AC 29 T 19 FF 26, Resist 7 (acid, cold, electricity, fire), Per +0 Init +2, F +14 R +9 W +10, CMB +14, CMD 29, Speed 30, Javelins: 3

If the Knowledge (local) checks fail, Unalaq will use his northern charm to seek the answer among the citizens of the city.
Diplomacy to gather: 1d20 + 17 ⇒ (17) + 17 = 34


Vitals:
HP: 64/64 | AC: 23 T: 16 FF: 16 | Fort +4 Ref +10 Will +4 | CMB +7 CMD 21 | Init +4(+6) | Panache 4/4 | Charmed Life 4/4
Human Swashbuckler 7
Skills:
Acro+17 | Bluff+11 | Climb/Swim +6 | Diplo+8 | Intim+12 | Know(Loc+10/Nob+7) | Percep +10 | Prof(Merchant/Sailor)+4 | Sleight+11 |

Assist Unalaq: 1d20 + 10 ⇒ (4) + 10 = 14


Skills-Mut:
(Acr +5; Apr +11; Blf +1; Cr(Alc) +19|+33; Dipl +1; DisDev +25; Disg +1; EA +18; Fly: +17; Heal +4; Intm +1; Kn(Arc) +21; Kn(His) +16; Kn(Nat) +12; SenMot -1; SoH +18; Splcft: +15; Stlth +26; UMD +14)
Gnome Alchemist (Beastmorph): 10
Vitals-Mut:
(HP: 85/85; AC: 24/17/19 (+4 vs. giants); Percep: +14; Init: +6 ; Fort +13[+17], Ref: +15, Will: +5; CMD: 21; CMB +7; Speed: 20, Fly: 60)

Tarinhil suggests, "If it's a cult or a secret order, there may be references in old texts. Might be worth a trip to a sage or a librarium to do some old-fashioned research."


Status:
HP: 41/41; AC: 18, T: 17, FF: 14; CMD: 16; Fort: 5, Ref: 10, Will: 6 +1 vs Fear; Init +5; Perception +0, Low-light vision
Halfling Sorcerer (Crossblooded, Shaitan and Deep Earth) 6/ Arcane Savant 2

"It would be nice to record more of this Brotherhood. It seems to me there's a good story there, possibly a very dangerous story if these creatures were any indication."

Fernus says as he looks a bit dreamily at the others, then absent-mindedly rubs the places where he got stabbed by the creatures.


Male Human Druid (Domain-Ferocity Sub-Domain) 8
Stats:
AC 23/26 w BS T:13 FF:21/24 HP: 81/81 Perc.: +15 Saves: F:+9 R:+4 W:+11 Init: +2

Why don't we find out more about this cult, get somethin' to eat and get a good night rest. We can then go to this other place in the mornin'?
I'm ungry.
he then packs up their gains and waits by the door.


Unnamed

Unalaq frowns

The sawmill...pretty sure we passed by that on the way in.

He knows exactly where it is. Off to the pub to eat and sleep
5 gold for all your food and space in the common room

Then you make your way to the sawmill, early in the morning.

let me know when spells are prepped and we will move


Unnamed

map up


Vitals:
HP: 64/64 | AC: 23 T: 16 FF: 16 | Fort +4 Ref +10 Will +4 | CMB +7 CMD 21 | Init +4(+6) | Panache 4/4 | Charmed Life 4/4
Human Swashbuckler 7
Skills:
Acro+17 | Bluff+11 | Climb/Swim +6 | Diplo+8 | Intim+12 | Know(Loc+10/Nob+7) | Percep +10 | Prof(Merchant/Sailor)+4 | Sleight+11 |

Waking up the next morning, she pets her friendly toad and will eventually connect the message spell through each of the group to allow them to communicate silently...not that she expects Bear or Unalaq to be particularly silent.


Skills-Mut:
(Acr +5; Apr +11; Blf +1; Cr(Alc) +19|+33; Dipl +1; DisDev +25; Disg +1; EA +18; Fly: +17; Heal +4; Intm +1; Kn(Arc) +21; Kn(His) +16; Kn(Nat) +12; SenMot -1; SoH +18; Splcft: +15; Stlth +26; UMD +14)
Gnome Alchemist (Beastmorph): 10
Vitals-Mut:
(HP: 85/85; AC: 24/17/19 (+4 vs. giants); Percep: +14; Init: +6 ; Fort +13[+17], Ref: +15, Will: +5; CMD: 21; CMB +7; Speed: 20, Fly: 60)

Mini: Did we learn anything at all from rumours as to what we might expect at the mill from the father info rolls? Might reshape some of the extracts I prep. (Thinking of swapping twisted innards for resist energy, but still leaving empty slots side it only takes a minute to mix up an extract later .. And, as usual, Dex mutagen with fly and darkvision (unless someone thinks scent would be more useful)


Unnamed

Nope just know where it is. No one seems to know any thing about the place


Unnamed

Other than they cut wood there


Male Human Druid (Domain-Ferocity Sub-Domain) 8
Stats:
AC 23/26 w BS T:13 FF:21/24 HP: 81/81 Perc.: +15 Saves: F:+9 R:+4 W:+11 Init: +2

I don't think Bear would change up his spell selection, so he is good to go. Just need to update my stat block for the ring of protection.

Before we enter said sawmill Bear would cast:
Barkskin +3 (70 min)
Lonstrider (7 hours)
Bulls STR (7 minutes)


Skills:
Acrobatics +1, Climb +6, Diplomacy +21, Escape Artist +1, Fly +1, Ride +1, Sense Motive +2, Stealth +1, Swim +6
Suli (native outsider): Paladin (Oath of Vengeance)
Vital:
HP 136/136, AC 29 T 19 FF 26, Resist 7 (acid, cold, electricity, fire), Per +0 Init +2, F +14 R +9 W +10, CMB +14, CMD 29, Speed 30, Javelins: 3

Fly and darkvision sound like a pretty good pairing. Unalaq will stick with divine favor and will cast his first use of it when we enter the mill.
Unalaq whispers, "Does anyone want to scout ahead or shall we enter together now?"


Skills-Mut:
(Acr +5; Apr +11; Blf +1; Cr(Alc) +19|+33; Dipl +1; DisDev +25; Disg +1; EA +18; Fly: +17; Heal +4; Intm +1; Kn(Arc) +21; Kn(His) +16; Kn(Nat) +12; SenMot -1; SoH +18; Splcft: +15; Stlth +26; UMD +14)
Gnome Alchemist (Beastmorph): 10
Vitals-Mut:
(HP: 85/85; AC: 24/17/19 (+4 vs. giants); Percep: +14; Init: +6 ; Fort +13[+17], Ref: +15, Will: +5; CMD: 21; CMB +7; Speed: 20, Fly: 60)

Ok, standard loadout.... And before we go in...

- Drink Dex Mutagen (Fly 30', Darkvision) [77 minutes]
- False Life Temp HP: 1d10 + 7 ⇒ (7) + 7 = 14 [7 hours, until used]
- Resinous Skin (DR 5/piercing) [70 minutes]
- Barksin (+3 Natural AC) [70 minutes]
- Heroism (+2 morale to attack, saves, and skill checks) [70 minutes]
(That's the potion, preserved by Alchemical Allocation, Heightened to Level 7)


Skills-Mut:
(Acr +5; Apr +11; Blf +1; Cr(Alc) +19|+33; Dipl +1; DisDev +25; Disg +1; EA +18; Fly: +17; Heal +4; Intm +1; Kn(Arc) +21; Kn(His) +16; Kn(Nat) +12; SenMot -1; SoH +18; Splcft: +15; Stlth +26; UMD +14)
Gnome Alchemist (Beastmorph): 10
Vitals-Mut:
(HP: 85/85; AC: 24/17/19 (+4 vs. giants); Percep: +14; Init: +6 ; Fort +13[+17], Ref: +15, Will: +5; CMD: 21; CMB +7; Speed: 20, Fly: 60)

Tarinhil nods, "I can sneak ahead and scout... It's easier now that I can see in the dark... both because I don't need light, and because I don't try to hide in shadowy corners as much as I used to."


Unnamed

The door is predictably locked

Make a stealth check to open it quietly along w your dd


Skills-Mut:
(Acr +5; Apr +11; Blf +1; Cr(Alc) +19|+33; Dipl +1; DisDev +25; Disg +1; EA +18; Fly: +17; Heal +4; Intm +1; Kn(Arc) +21; Kn(His) +16; Kn(Nat) +12; SenMot -1; SoH +18; Splcft: +15; Stlth +26; UMD +14)
Gnome Alchemist (Beastmorph): 10
Vitals-Mut:
(HP: 85/85; AC: 24/17/19 (+4 vs. giants); Percep: +14; Init: +6 ; Fort +13[+17], Ref: +15, Will: +5; CMD: 21; CMB +7; Speed: 20, Fly: 60)

And a Perception to look for traps?


Skills-Mut:
(Acr +5; Apr +11; Blf +1; Cr(Alc) +19|+33; Dipl +1; DisDev +25; Disg +1; EA +18; Fly: +17; Heal +4; Intm +1; Kn(Arc) +21; Kn(His) +16; Kn(Nat) +12; SenMot -1; SoH +18; Splcft: +15; Stlth +26; UMD +14)
Gnome Alchemist (Beastmorph): 10
Vitals-Mut:
(HP: 85/85; AC: 24/17/19 (+4 vs. giants); Percep: +14; Init: +6 ; Fort +13[+17], Ref: +15, Will: +5; CMD: 21; CMB +7; Speed: 20, Fly: 60)

Stealth: 1d20 + 22 + 2 ⇒ (14) + 22 + 2 = 38
Perception: 1d20 + 11 + 2 ⇒ (16) + 11 + 2 = 29
Disable: 1d20 + 17 + 2 ⇒ (12) + 17 + 2 = 31


Unnamed

The door creaks open, but Tarin immediately stops it and oils the hinges and pushes it open the rest of the way.


Unnamed

The door opens and inside

The entirety of the first floor consists of a loading
area. An opening in the ceiling into the floor above
is filled with a tangle of ropes and slings for lowering
timber. Nearby, stairs ascend to the next floor. Two
sturdy wagons sit to the south, next to a bank of
machinery accessed by four low doors; the grinding
and creaking of the machinery fills the room.

The noise of the waterwheels confers a -2 to perception checks

Survival 15:
Somekind of large creature had made a lair there...Ogre, Giant, Troll?

just marching in? stealth?


Skills-Mut:
(Acr +5; Apr +11; Blf +1; Cr(Alc) +19|+33; Dipl +1; DisDev +25; Disg +1; EA +18; Fly: +17; Heal +4; Intm +1; Kn(Arc) +21; Kn(His) +16; Kn(Nat) +12; SenMot -1; SoH +18; Splcft: +15; Stlth +26; UMD +14)
Gnome Alchemist (Beastmorph): 10
Vitals-Mut:
(HP: 85/85; AC: 24/17/19 (+4 vs. giants); Percep: +14; Init: +6 ; Fort +13[+17], Ref: +15, Will: +5; CMD: 21; CMB +7; Speed: 20, Fly: 60)

If Fernus casts message, then Tarinhil can sneak in first and whisper back to the others. However, either way, he'll spend a bit listening for someone reacting to the door being opened before going in.

Perception: 1d20 + 11 ⇒ (7) + 11 = 18


Unnamed

Thats fine. Tarin walks in, and peaks about, he sees/hears nothing other than the water wheel


Skills:
Acrobatics +1, Climb +6, Diplomacy +21, Escape Artist +1, Fly +1, Ride +1, Sense Motive +2, Stealth +1, Swim +6
Suli (native outsider): Paladin (Oath of Vengeance)
Vital:
HP 136/136, AC 29 T 19 FF 26, Resist 7 (acid, cold, electricity, fire), Per +0 Init +2, F +14 R +9 W +10, CMB +14, CMD 29, Speed 30, Javelins: 3

Unalaq whispers from outside using the magical message to carry his voice, "Anyone in there Tarin? Just one big room?"


Status:
HP: 41/41; AC: 18, T: 17, FF: 14; CMD: 16; Fort: 5, Ref: 10, Will: 6 +1 vs Fear; Init +5; Perception +0, Low-light vision
Halfling Sorcerer (Crossblooded, Shaitan and Deep Earth) 6/ Arcane Savant 2

Fernus helps Tarin by casting Message on him.

"I wonder what was being transported in here, there seems to be a lot of gear here to load/unload cargo. Or at least if there's more that timber being transported in here." Fernus says wiith a hint of fear in it, he seems a little on edge.


Skills-Mut:
(Acr +5; Apr +11; Blf +1; Cr(Alc) +19|+33; Dipl +1; DisDev +25; Disg +1; EA +18; Fly: +17; Heal +4; Intm +1; Kn(Arc) +21; Kn(His) +16; Kn(Nat) +12; SenMot -1; SoH +18; Splcft: +15; Stlth +26; UMD +14)
Gnome Alchemist (Beastmorph): 10
Vitals-Mut:
(HP: 85/85; AC: 24/17/19 (+4 vs. giants); Percep: +14; Init: +6 ; Fort +13[+17], Ref: +15, Will: +5; CMD: 21; CMB +7; Speed: 20, Fly: 60)

Tarinhil quickly describes the room he sees, then whispers, "So far, nothing has tried to kill me. Not seeing anything weird or dangerous... Might need Unalaq's evilsight..."

Stealth: 1d20 + 22 ⇒ (11) + 22 = 33


Skills:
Acrobatics +1, Climb +6, Diplomacy +21, Escape Artist +1, Fly +1, Ride +1, Sense Motive +2, Stealth +1, Swim +6
Suli (native outsider): Paladin (Oath of Vengeance)
Vital:
HP 136/136, AC 29 T 19 FF 26, Resist 7 (acid, cold, electricity, fire), Per +0 Init +2, F +14 R +9 W +10, CMB +14, CMD 29, Speed 30, Javelins: 3

Unalaq enters the room and uses detect evil to see if there is anything Tarin isn't seeing. Once he is satisfied there is no evil in the room he will try detecting through the ceiling and floor.


Unnamed

Unalaq enters the room seeing nothibg from the door

everyone else follow directly or waiting?


Vitals:
HP: 64/64 | AC: 23 T: 16 FF: 16 | Fort +4 Ref +10 Will +4 | CMB +7 CMD 21 | Init +4(+6) | Panache 4/4 | Charmed Life 4/4
Human Swashbuckler 7
Skills:
Acro+17 | Bluff+11 | Climb/Swim +6 | Diplo+8 | Intim+12 | Know(Loc+10/Nob+7) | Percep +10 | Prof(Merchant/Sailor)+4 | Sleight+11 |

Val will move in behind Unalaq, keeping his rear guard, sliding her blade free.


Unnamed

There seems to be nothing of interest. Our heroes can go up or they can go down


Status:
HP: 41/41; AC: 18, T: 17, FF: 14; CMD: 16; Fort: 5, Ref: 10, Will: 6 +1 vs Fear; Init +5; Perception +0, Low-light vision
Halfling Sorcerer (Crossblooded, Shaitan and Deep Earth) 6/ Arcane Savant 2

"If there are any dangerous creatures, they're mostly locked in the basement yes?" Fernus says as the others look around to see which way to go.

"Perhaps it would be wise then to check upstairs first so we don't exhaust our strengths?"


Skills:
Acrobatics +1, Climb +6, Diplomacy +21, Escape Artist +1, Fly +1, Ride +1, Sense Motive +2, Stealth +1, Swim +6
Suli (native outsider): Paladin (Oath of Vengeance)
Vital:
HP 136/136, AC 29 T 19 FF 26, Resist 7 (acid, cold, electricity, fire), Per +0 Init +2, F +14 R +9 W +10, CMB +14, CMD 29, Speed 30, Javelins: 3

"I agree. Upstairs first. Tarin, are you going to scout again or all together?"


Skills-Mut:
(Acr +5; Apr +11; Blf +1; Cr(Alc) +19|+33; Dipl +1; DisDev +25; Disg +1; EA +18; Fly: +17; Heal +4; Intm +1; Kn(Arc) +21; Kn(His) +16; Kn(Nat) +12; SenMot -1; SoH +18; Splcft: +15; Stlth +26; UMD +14)
Gnome Alchemist (Beastmorph): 10
Vitals-Mut:
(HP: 85/85; AC: 24/17/19 (+4 vs. giants); Percep: +14; Init: +6 ; Fort +13[+17], Ref: +15, Will: +5; CMD: 21; CMB +7; Speed: 20, Fly: 60)

Tarinhil nods, "No problem," and starts up the stairs gingerly, using his wings to keep him from putting too much eight on any step, his keen eyes looking for tripwires as he proceeds.

Will take 10 on perception before stepping forward..

Stealth: 1d20 + 22 ⇒ (10) + 22 = 32


Male Human Druid (Domain-Ferocity Sub-Domain) 8
Stats:
AC 23/26 w BS T:13 FF:21/24 HP: 81/81 Perc.: +15 Saves: F:+9 R:+4 W:+11 Init: +2

Bear is typically in 2nd place in the marching order unless you ask him to move.

Hold up one sec, let's see if anyone has been in recently.

Bear looks for any tracks, takes 10 for a 28.

Hmmm, some type of large thing had made a lair over there...Ogre, Giant, Troll, can't be sure.

Is there any recent tracks leading up or down? Is the room large enough to fit large creatures in it?


Unnamed

It is large enough. It would appear that tons of people have moved about recently

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